Peltonx
Posts: 7250
Joined: 4/9/2006 Status: offline
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quote:
ORIGINAL: Tarhunnas It is still a very enjoyable game. I Think the reason people are sometimes somewhat agitated and frustrated in the forum is eaxctly because the game is soo good and so enjoyable, and then the fact that it is not perfect is all the more frustrating. quote:
ORIGINAL: smokindave34 I notified Callistrid that I am going to resign from our game. This is the third game in a row (Sapper, M60, Callistrid) where I have been handled decisively in '41 by solid Soviet opponents and I see no reason to go forward. I decided to stand and fight and have 7 divisions surrounded two turns into the blizzard. I used to be able to handle the axis well enough to produce a competitive game even against very good players (The Pro's) but no longer. This game is extremely challenging to play as axis right now against solid opponents (as other axis players better than I have noted) and I no longer seem to be able to make it into '43 with any real chance of standing up to the Soviets. Excellent game by you Callistrid - sorry to end it on you so quickly! I'll have to hang up my Field Marshall's baton for a while..... This is the problem and BOTH sides see it not just one. quote:
ORIGINAL: Callistrid This game is over, and Dave was a very good opponent. Fighting on the Germans side is tough. It's enough to make a little mistake, and the war is lost. Let's see what I learn with the Soviet 1. Playing with the Soviet is easy. The sapper an construction brigades build fortification easily, and if you retreat on the first six turns, the saved troops with the reinforcements can hardly hit the advancing German troops. With the new rule the German can't pocket troops, because the encirclement can be broke easily. 2. Mild winter. Strong Soviet defeat the German, weak not. So the successful winter operation depend on how powerful is the Soviet army, not what my opponent did. On my game against Dave there infantry stack in level 2 fortification was easy to beat. 3. Paratroops. I never drop them, but using them could DE devastating. Easy method to break the supply line, or to isolate troops. quote:
ORIGINAL: Callistrid 4. The Soviet have more rail yard then it should to have. With 100k+ it's easy to transport full fronts to threatened sectors. Using your short transport lines, the German will always face with strong troops in the critical sectors. And the factory evacuation is too fast. In the first seven turn, all what is unorganised sent to the urals. 5. Retreat, retreat, retreat. There is no reason to stand and fight on the first seven turn. Only around Leningrad, but that could be managed. The German could move close to Moscow, but never capture. 6. nonrandom weather. The nonrandom weather is not just a German favors. Because always the Soviet moves second, it's easy to be brave without consequences. You know when will be mud, and when could rest the troops, move forward to refit, or launch attack, when normally never do, because you don't know what will be the next weather. And the most important. The 2/1 rule. It wag ugly when I start beating the German army around turn 14. The clear terrain gains no bonus defenses, and 6~9 cv into can be hit, without fear. And what is real worse, when you start attacking the front, launch 10+ successful attack. The player base sees it-everyone. I generally bring sht up months before everyone else see it and you can bwhine about me all you want, but the player base see the problem now
< Message edited by Pelton -- 1/24/2014 5:02:33 PM >
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